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  • About Visual Scripting
    • Configure project settings
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  • Basic concepts in Visual Scripting
    • The interface
    • Nodes
    • Graphs
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  • Develop application logic with Script Graphs
    • Create a new graph file
      • Create a new blank graph with the Project window
      • Create a new unassigned graph with the empty graph creation flow
      • Create and assign a graph to an existing GameObject
      • Create and assign a graph to a new GameObject
      • Create a graph on a Script Machine or State Machine
    • Attach a graph file to a Script Machine or State Machine
    • Open a graph file
      • Add a node to a Script Graph
      • Connect nodes in a Script Graph
      • Create and add a variable to a Script Graph
      • Create node groups
      • Add comments to a graph
    • Add a Subgraph to a Script Graph
      • Add a Trigger or Data port to a Script Graph
    • Add a State Unit to a Script Graph
    • Custom Events
      • Add a Custom Event node
      • Add a Trigger Custom Event node
    • Capture user input in an application
      • Capture input using the Input Manager
      • Add and configure a Player Input component
      • Capture input using the Input System package
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      • Predictive and live debugging
      • Working with debug messages
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      • Live edit during runtime
  • Develop logic transitions with state graphs
    • Create a new state
    • Create a transition between states
  • Advanced customization and development
    • Refactor a C# script with Visual Scripting
      • Add the RenamedFrom attribute to a C# script
    • Custom C# nodes
      • Create a new simple Custom C# node
      • Add ports to your Custom C# node
      • Add logic to your Custom C# node
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      • Custom C# node attributes reference
    • Create a Custom Scripting Event node
      • Create a Custom Scripting Event Sender node
      • Trigger a Custom Scripting Event from a C# script
      • Listen to a Custom Scripting Event from a C# script
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  • Node reference
    • This node
    • Control node
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    • Events
      • Event nodes
      • Input Event nodes
        • On Input System Event Button
        • On Input System Event Float
        • On Input System Event Vector 2
        • On Button Input
        • On Keyboard Input
        • On Mouse Down
        • On Mouse Drag
        • On Mouse Enter
        • On Mouse Exit
        • On Mouse Input
        • On Mouse Over
        • On Mouse Up As Button
        • On Mouse Up
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  • Developer's guide
  • Known Issues

On Mouse Drag node

Note

The On Mouse Drag node is an Input Manager node. For more information about how to use the Input Manager with Visual Scripting, see Capture user input in an application.

The On Mouse Drag node listens for a mouse click and hold on a specific GameObject in your application. It triggers the next node connected to it as long as the mouse button is held down on that GameObject. It doesn't send or receive any other data.

An image of the Graph window. An On Mouse Drag node displays with its details in the Graph Inspector.

Fuzzy finder category

The On Mouse Drag node is in the Events > Input category in the fuzzy finder.

Inputs

The On Mouse Drag node has one input port:

Name Type Description
Target GameObject The GameObject the user needs to click and hold with their mouse to trigger the On Mouse Drag node.

Additional node settings

The On Mouse Drag node has additional settings. Access these settings from the Graph Inspector:

[!includenodes-coroutine

Outputs

The On Mouse Drag node has one output port:

Name Type Description
Trigger Output Trigger The control output port. Make a connection to specify what Visual Scripting should do after the configured Input event occurs in your application.

Example graph usage

In the following example, the On Mouse Drag node triggers a Camera Screen To World Point node. When the user clicks and holds their mouse button over the Target GameObject from the On Mouse Drag node, the Script Graph gets the user's current mouse position with an Input Get Mouse Position node. The graph uses the X and Y values from the Get Mouse Position node's Vector 3 result to create a new Vector 3 value, with a fixed Z value. The Screen To World Point node uses the new Vector 3 and the camera saved in the Main Camera Scene variable to set the position of the Target GameObject's transform.

An image of the Graph window. An On Mouse Drag node with its Target set to This connects its Trigger output port to the Invoke input port on a Camera Screen To World Point node. The Camera Screen To World Point node receives its Target from a Get Scene Variable node, which sends the value of the MainCamera variable. The Camera Screen To World Point node receives its Position from a Create Vector 3 node. The Create Vector 3 node receives an X value from a Vector 3 Get X node connected to an Input Mouse Position node. The Create Vector 3 node receives a Y value from a Vector 3 Get Y node connected to the same Input Mouse Position node. The Create Vector 3 node uses an inline value for its Z value. The Camera Screen To World Point's Exit output port connects to the Set input port on a Transform Set Position node. The Transform Set Position node has its Target set to This, and uses the Vector 3 Result from the Screen To World Point node to set a new position for its transform.

The Script Graph allows the user to drag the Target GameObject around the scene when hold down their mouse button.

An image of the Game view. A plane has two red spheres sitting on top of it. A third red sphere, shown with the user's cursor on top of it, floats between the other two spheres above the plane.

Related nodes

The following nodes are related or similar to the On Mouse Drag node:

  • On Button Input node
  • On Keyboard Input node
  • On Mouse Down node
  • On Mouse Enter node
  • On Mouse Exit node
  • On Mouse Input node
  • On Mouse Over node
  • On Mouse Up node
  • On Mouse Up As Button node
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